CD001's Comments
Kobolds and Catacombs Dungeon Run Guide - Bosses List, Treasures List, and Boss Tips & Tricks!
… actually, the game where I had the Wax Rager and double-deathrattle with Priest I didn’t even get to the boss. I got the buffed Blackseed with the evolve(3) power and got stomped before I drew the Rager.
It’s hard to come back from Living Roots on turn 1 when he starts evolving it straight away… I think Grommash was on the board by about turn 6.
Kobolds and Catacombs Dungeon Run Guide - Bosses List, Treasures List, and Boss Tips & Tricks!
The Darkness would probably Entomb it ๐
Kobolds and Catacombs Dungeon Run Guide - Bosses List, Treasures List, and Boss Tips & Tricks!
Took me so many attempts to get decent Dragon Synergy cards, not the best treasures though +6 Spell Damage and 3x Holy Nova (8 damage to all enemies) and a metric tonne of Dragons… and the Darkness still stomped me into the floor… but then I’ve not yet managed to beat the Darkness with any class – I’ve beaten all the other bosses but, man, the Darkness is just unfair.
I’m finding Priest to be an absolute nightmare, at least as bad as warrior, I think I’ve failed 12 times now… and it’s the last one I need to complete. Rogue was an absolute breeze by comparison (4 attempts) and Hunter, Mage, Warlock and Paladin I completed first time.
Hotform's Kobolds Secret Mage (December 2017)
I got the Shaman one too – I feel your pain ๐
Kobolds and Catacombs Dungeon Run Guide - Bosses List, Treasures List, and Boss Tips & Tricks!
Finally completed it with Warrior – after I don’t know how many attempts, maybe 15…
Mainly focused on Recruit and Taunt cards. 3x Geosculptor Yip with Justicar’s Ring so I was able to gain 4 armour per turn for 1 mana and Glyph of Warding; made it much easier to get through the first 7 bosses.
However it was the Fire Plume’s Heart quest which actually won the game for me vs Azari the Devourer in the end… far enough into fatigue that I’d have died next turn. The other 2 treasures I had, Embers of Ragnaros and Horn of Cenarius both got chucked out by Azari’s Hero power – probably for the best with Horn of Cenarius.
Reynad's Kobolds Face Hunter ft. Candleshot, Dire Mole
To be fair, if you’ve been playing 2 years and have bought some K&C packs (cash or coins), there can’t have been much new there to craft – maybe the Corridor Creepers? They’re decent crafts anyway – so you’ve not lost anything apart from some time and maybe a few stars.
The Runespear
This was my free legendary weapon… and I can confirm, yes, it’s pretty bad ๐
The random factor completely kills it… when you need to get that extra 4 damage to kill something, you’ll not get any of the spells that do that (and Shaman has several) or, if you do, it’ll target your own minion. If you’ve got an empty board, guaranteeing whatever is cast will target an enemy minion you’ll not get the choice of any removal cards…
About the best you can hope for is Lightning Storm or, maybe, Evolve. If it was “discover a spell and set its cost to 0” it might be playable as a late game, high value card, in a control oriented deck – as it stands, having this in your deck costs you more games than it saves.
FreddyB's Legend Kobolds Aggro Jade Shaman
Bloodlust or Doomhammer would fit – either 2x Bloodlust or one of each, I wouldn’t go with 2x Doomhammer because the overload would prevent you playing Aya on turn 6.
FreddyB's Legend Kobolds Aggro Jade Shaman
Aya and the Flamewreathed Faceless would be the best cards in this deck to use the spellstone on … but neither of them can be played on the same turn as the stone so you’re relying on them surviving a turn since the deck doesn’t have Ancestral Spirit.
Otherwise your targets are reduced cost Thing from Below or Corridor Creeper – both of which are cards you’ll want to drop as early as you can.
I’ve been experimenting with a Control/Spellstone Shaman recently and you need to get the spellstone in your hand early enough for it to get powered up otherwise it’s pretty useless. When you can drop a 0-cost Snowfury Giant, plop Ancestral Spirit on it (if you suspect Twisting Nether), then Spellstone to get 4 of them, that’s amazing…
… however, often you draw the spellstone too late (even with 2 in the deck) to be useful, you’ve already had to use loads of your overload cards to stay alive (e.g. Volcano, Earth Elemental) so the stone won’t be fully charged when you need to use it. Or you’ve not drawn a Snowfury Giant when holding a charged spellstone (though Earth Ellie and White Eyes are certainly viable targets). And this is in a deck with 2 Mana Tide Totems and 2 Farsights – so has reasonable card draw.
So, with this deck, spellstone would probably be a dead card, most games.
Sewer Crawler
I _did_ say it was better … just not much better – and that token Druid might get some use out of it maybe (with Mark of Y’Shaarj).
The Giant Rat token is also 3 cost so this is also better with Evolve Shaman – you get two 4-mana minions rather than a 4 and a 2.
Doesn’t stop it being a bad 3 drop in Hunter.
Kobolds and Catacombs Dungeon Run Guide - Bosses List, Treasures List, and Boss Tips & Tricks!
Trapped Room has a few minions, Shroomsayer, Keeper of Secrets and, I think, Ethereal Arcanist?
Kobolds and Catacombs Dungeon Run Guide - Bosses List, Treasures List, and Boss Tips & Tricks!
I’ve done Hunter, Paladin, Warlock and Mage so far…
Hunter play really aggressively – I think I used Glyph of Warding (opponent’s minions cost 1 more), Justicar’s Ring (hero power does 3 damage and costs only 1) and Orb of Destruction (destroy 2 of your opponent’s mana crystals and make them discard 2 cards). Seize the board early and Smorc to victory.
Paladin I went pretty much full on Silver Hand synergy – it can get really silly with 3 Quartermasters in the deck. Again, play really aggressively. Justicar’s Ring is a must-have if you’re going this route though – upgrades your hero power so that it summons 2 Silver Hand Recruits for 1 mana.
Warlock was the easiest since I got the Sceptre of Summoning early (all minions that cost 5 or more only cost 5 mana)… combine that with Handlock synergy cards and you’re dropping 8/8 giants on the board from turn 2.
I’ve also beaten it with Mage but can’t remember what I did…
Failed with Druid vs The Darkness – I’d focused on Wisdom synergy (all the choose 1 stuff) had Fandral on the board, cast Wisps of the Old Gods (floods the board with 3/3s) and I thought it was looking pretty good… then he cast Psychic Scream ๐
… and I just can’t seem to make any headway with Warrior died to Xol the Unscathed, Azari the Devourer and even have troubles with Blackseed who I run into every time.
Oh and the key to the Trapped Room is to get it to fatigue – it’s almost entirely reactive (bar a few minions) so don’t begin to develop your board until you can drop a lot of things at once and have a way to deal with the Sawblades that get summoned whenever a Secret is activated.
You have more cards in your deck that it does so once you’ve got a well developed board, don’t attack unless it drops something like Ethereal Arcanist then kill that and control the board – you don’t really want to go face unless it’s pretty much out of secrets in play. Since it can’t cast duplicate secrets it’ll burn quite a few when its hand is full and it’ll hit fatigue and die before you do if your careful. I was playing Druid when I beat it.
Control Shaman Deck List Guide (Kobolds and Catacombs, KAC) - December 2017
I’ve been experimenting with a deck like this – haven’t refined it yet but dropping a Snowfury Giant for 0, slapping Ancestral Spirit on it then Greater Sapphire Spellstone to make 4 of them … is pretty sweet. Overkill unless you suspect the opponent has Twisting Nether – but sweet nonetheless.
The Darkness
Well it doesn’t stop it dead – but it slows it the hell down. Remember they only have to draw 2 of the candles to get Raza and Kazakus back in play – the trick will be killing them before that happens.
Mind, delaying the Kazakus spell will probably be more powerful against Razakus Priest than having a 20/20 minion on the board.
I just don’t think this will be a “must craft” since you’ve only got a 50% chance of playing the Darkness before they play Kazakus (they’re both 4 mana Legendaries) and both Kazakus and Raza rotate out of Standard in a few months.
Dragonslayer
Fair point – I don’t really do Arena so about the only Dragon I regularly see, in Standard, is Cobalt Scalebane (unless it’s Big Druid), which this also nukes.
In Standard Constructed, if your opponent is playing Druid, Hunter, Mage, Shaman or Warrior, the odds on them running a Dragon you can kill are fairly slim… but even then, this is still a 4/3 for 3 mana – which isn’t bad at all.
This card is really good in Standard Constructed – but it’ll probably be even better in Arena or Wild.
The Darkness
It’s cool as all hell, but I’m not convinced it’ll be that useful because when the third candle is drawn it’ll be at the start of your opponent’s turn (Mill decks notwithstanding) – and they’re likely to have 10 mana and had several turns to prepare.
Razakus can hold a Mind Control, Shadowreaper Anduin, Power Word Death, or hope they had a Kazakus spell that transforms everything into sheep.
Exodia Mage can just keep it frozen or tech in a Polymorph (or hope they got one from another card).
Miracle Rogue can Vilespine Slayer it.
… of course, if your opponent doesn’t draw a counter, they’re possibly completely hosed – but this gives them plenty of warning.
Scorp-o-matic
Mech synergy means this’ll be even better in Wild than Standard – and you get to kill Annoy-o-Tron with it!
But are there really 8 different decks – or merely variants of the same couple of decks across 8 different classes.
Every deck above…
* runs Corridor Creeper.
* has a strong aggro or tempo bias – even Priest.
Leroy is in half the decks, as is Keleseth, Bonemare and a Patches pirate package. They’ve basically used one tried and tested formula (there’s nothing really new here), tweaked it for each class, and chucked in a couple of Corridor Creepers. It’s the consistency here that brings the wins I guess, rather than awesome flashy combos – which fall apart when you don’t draw the right cards.
The most interesting things are the inclusion of the Mithril Spellstone in Pirate Warrior (which makes sense even if it seems slow for Pirate Warrior) and that Secret Hunter is actually viable now.
This actually looks like it could be a _less_ varied meta, in terms of cards used, than it has ever been (well, since Undertaker Hunter maybe).
(important bit) BUT and this is a big “but” … it’s early days yet and these decks were in a tournament before the dust had settled on the new cards – it’s not surprising they went with what is known to work rather than experiment. There’s plenty of time, and potential, for things to get much more interesting.